View manual text
TO 1F-22A-34-1
NONNUCLEAR WEAPON DELIVERY MANUAL
USAF
SERIES
AIRCRAFT
Commander are responsible
for bringing this publication to the attention of all affected personnel
Published under authority of Interactive Magic
8 Feb 1997
CHANGE 2 - 9 June 1997
TO 1F-22A-34-1
LIST OF EFFECTIVE PAGES
Insert changed pages and dispose of superseded pages IAW applicable regulations
Note: The portion of text affected by latest change is shown by a vertical line in the outer margin.
Dates of issue of original pages:
Original . 0 . 8 Feb 1997
Change . 2 . 9 June 1997
Manual layout and illustrations by
Terry Yingling
Total number of pages in this manual is 50 and consists of the following:
Page
No.
Title
ii
iii
iv
v
vi
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
#
ii
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
#
Change
No.
Page
No.
2
2
0
0
2
0
2
1
1
0
1
1
1
0
0
2
2
2
2
2
2
0
0
1
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
Zero in this column indicates original page.
Change 2
#
Change
No.
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
...........
1
1
0
0
0
0
0
2
0
1
0
0
1
1
1
1
2
0
0
0
0
0
1
0
#
Change
No.
Page
No.
43
44
...........
...........
0
0
TO 1F-22A-34-1
MANDATORY PROCEDURES
PUBLICATION DATE
When the words “shall” and “will” are used when
describing procedures in this manual it indicates that
the procedures or instructions that are mandatory.
The dates that appear in this manual refer to the date
that the original document was made or when a
particular change was made, as the case may be.
The dates do not reflect the distribution or printing
dates. To reference the manual use the change date
printed on the lower right corner of the cover page.
AUTHORIZATION FOR LOCAL
REPRODUCTION
Local reproduction of any part of this manual is
authorized for personal use only.
CHANGE SYMBOLS
The change symbol, as denoted by the vertical black
line next to this paragraph, means that there has
been a change to the text in the section it is next to.
Changes to illustrations are indicated by a small box
in the top right of the illustration. The box is further
divided into partitions. If any of the partitions are
grayed out they then show which portion of the
illustration has changed. If the illustration is new
the word “NEW” will be shown in the box. If there
have been no changes to the illustration then the box
will not be grayed out in any partition. Original
manual illustrations will not have a box.
WARNINGS, CAUTIONS AND NOTES
These highlighting labels are used throughout this
manual.
WARNING
An operating procedure that could result in injury or
loss of life if not followed. (SIMULATED ONLY)
An operating procedure that could result in damage
to equipment or mission impairment if not followed.
(SIMULATED ONLY)
NOTE
An operating procedure that is consider important to
emphasize.
iii
TO 1F-22A-34-1
This Page Intentionally
Left Blank
iv
TO 1F-22A-34-1
TABLE OF CONTENTS
PAGE
AIRCRAFT WEAPON SYSTEMS
..............
Weapons Management
..........................
Heads-Up Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Multi-Functional Display . . . . . . . . . . . . . . . . . . . . . . . . . .
Advisory and Warning Systems . . . . . . . . . . . . . . . . . . . . .
Aircraft Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Emergency Procedures and Weapons Limitations . . . . . . . .
1
1
8
17
35
36
40
GLOSSARY
................................
42
ALPHABETICAL INDEX . . . . . . . . . . . . . . . . . . . . . . . . . .
43
Change 2
v
Figure 1
vi
TO 1F-22A-34-1
DESCRIPTION
AIRCRAFT WEAPON SYSTEMS . . . . . . 1
HEADS-UP DISPLAY (HUD) SYSTEM . 8
MULTI-FUNCTIONAL DISPLAYS . . . . 17
ADVISORY AND WARNING SYSTEMS 35
AIRCRAFT WEAPONS . . . . . . . . . . . . . 36
EMERGENCY PROCEDURES AND
WEAPON LIMITATIONS . . . . . . . . . . . . 40
AIRCRAFT WEAPON SYSTEMS
TABLE OF CONTENTS
WEAPON MANAGEMENT . . . . . . . . . . 1
TARGETING . . . . . . . . . . . . . . . . . . . . .
3
AIR-TO-GROUND
WEAPON DEPLOYMENT . . . . . . . . . . . 4
AIR-TO-AIR
WEAPON DEPLOYMENT . . . . . . . . . . . 4
COUNTERMEASURES . . . . . . . . . . . . . 5
SENSORS
.......................
6
Weapon management
Weapons management includes selecting, arming
and firing weapons from aircraft hardpoints.
Selecting weapons is done in a number of ways:
When the Master Arm is activated all weapons will
be automatically armed when selected.
Arm weapon toggle
Individual weapon selection
Press Backspace or press the Arm button in the
Dogfight, Attack, or Stores Management MFD
modes; or the press the lower thumb button on the
flight stick in the down and right view. When the
Arm weapon toggle is activated then only the
currently selected weapon will be armed.
Although the pilot decides which type of weapon is
selected, it is the F-22’s onboard computer that will
decide the sequence or which one of that type of
weapon is actually selected and fired/dropped. See
figure 4.
Arming Delay
Select next weapon or next weapon type
Press Enter; select the Select Next Weapon (WS)
button on the Dogfight, Attack, or Stores
Management MFD modes; or flip the left hat switch
up on the flight stick in the down and right view.
When selected, weapons are automatically unarmed
unless the Master Arm switch is on.
When an AIM-9 Sidewinder is armed, there is
approximately a one second delay before the weapon
is extended into the airstream to search for targets.
During this delay, the “Armed,” “mArmed,” or
“SHOOT” cue will not be shown.
Select previous weapon
Press Shift-Enter or flip the left hat switch down on
the flight stick in the down and right view.
Master Arm toggle
Press Control-a or double-click on the Master Arm
switch located on the lower right instrument panel.
Each time a Sidewinder is readied a one second
delay is incurred. Do not try to launch several at
once, or the second and subsequent missiles
launched during the one second arming time will not
track their targets and will fall harmlessly from the
sky.
Change 2
1
TO 1F-22A-34-1
After the current weapon is armed, an “Armed” or
“mArmed” is displayed in the upper left corner of
the HUD and in the Tactical, Dogfight, Attack, or
Stores Management MFD modes.
1
TO 1F-22A-34-1
Figure 2
Firing weapons is done as follows:
Fire gun
Shift-Spacebar keys or the trigger button on the
flight stick in the down and right view.
NOTE
When an internally stored weapon is launched,
expect a delay of approximately one second before it
is actually fired or dropped.
Fire selected weapon
Spacebar key or the upper thumb button on the flight
stick in the down and right view.
Launch Delay
When a weapon from an internal weapons bay is
launched, there is a noticeable delay before the
weapon is released because of the operation to open
the bay doors and to extend the weapon ejection
system.
2
Change 1
Each weapon is given its target upon launch, not
upon command to launch. Therefore, pressing the
button to launch a weapon at target A, then
immediately switching to target B, and pressing the
launch button again will launch two weapons but
they will both track toward target B because it was
the active target when the weapons actually left the
bays. The only exception to this is the AIM-9
Sidewinder. It immediately launches and tracks its
target, but as mentioned previously, it has a onesecond arming delay.
TO 1F-22A-34-1
TARGETING
The F-22 has a unique targeting system that builds a
prioritized list of targets or “Shoot List” based on
threats and locations. It is also capable of passing
targeting information to other aircraft so that the
flight leader can remotely direct wingmen to fire at
specific targets.
Shoot List
A shoot list is a computer-prepared list of targets
based on the current weapon and potential targets.
When the computer prepares a shoot list, it looks at
the currently selected weapon and scans for
appropriate targets (air, ground, or ground-based
radar). Each potential target is prioritized according
to it’s distance away from the aircraft and it’s angle
off the nose. The computer then prepares a shoot list
of x + y targets, where x is the number of remaining
weapons of the currently selected type and y is the
number of wingmen. If the pilot has no weapons
remaining then the number of targets listed will be
equal to the number of wingman available. The
identity of each target followed by its shoot list
number and possibly an asterisk (*) if it is a mission
target is then displayed on the HUD and MFD(s).
On the screen of an MFD the current target in the
shoot list is represented by a thick white ring around
the target icon. The remaining targets in the shoot
list are represented by a thin white ring around the
target icons. There are dashed thin white rings
around the shoot list targets of the wingmen.
Select previous target in shoot list
Press the shift-t key or left click on any target in the
Defense, Tactical, Dogfight, or Attack MFD modes.
Deselect current target
Press the shift-d keys, left click on the current target
in the Defense, Tactical, Dogfight, or Attack MFD
modes, or the thumb switch on the throttle in the
down and left view.
Selecting targets using a mouse
Click on any target in the MFDs and one of the
following events occur:
If the target is not in the shoot list, it becomes the
current target in the shoot list.
If it is in the shoot list but is not the current
target, it becomes the current target.
If it is the current target in the shoot list, it is
untargeted and removed from the shoot list.
Select target nearest to the center of the HUD
The L key locks onto the target that is closest to the
center of the HUD.
NOTE
This may not be the target that is closest in range.
To select and deselect targets:
Passing a target to a wingman
Prepare a shoot list
Press the s key; click the prepare shoot list button
(SL) in the Tactical, Dogfight, or Attack MFD
modes; or press the long red button on the throttle in
the down and left view.
Select next target in shoot list
Press the t key; select the next target button (NT) on
the Tactical, Dogfight, or Attack; click on any target
in the Defense, Tactical, Dogfight, or Attack MFD
modes; or select the small red button on the throttle
in the down and left view.
Directing a wingman to fire on your selected target
is done by first selecting a target and then
communicating to the wingman to attack that target.
Initiate UHF communications by pressing the “U”
key, or clicking on the S1 button on the HUD
controller. A list of recipients will appear at the top
left of the screen. Select the desired wingman by
typing in the corresponding number. Another list
will then appear in which you can direct the
wingman to attack the designated target.
Change 1
3
TO 1F-22A-34-1
Maintaining Target Lock
Selected targets remain in the shoot list as long as
radar contact is maintained with them. Maintaining
radar contact simply means that you can see them on
the radar, so it could be that the radar is off, but the
wingman’s radar is on and you have an IFDL with
him allowing you to see the bogey. On low Enemy
Difficulty levels you always have an AWACs early
warning radar aircraft in the air to provide this
information.
AIR-TO-GROUND WEAPON EMPLOYMENT
Press the Enter key until an air-to-ground weapon is
selected. Lock onto a target by preparing a shootlist
(s key), selecting the target nearest to the center of
the HUD (L key), or by left mouse clicking on a
ground target in an MFD. Turn toward the target
by following the target line extending from the
center of the HUD. Once the target is in the HUD a
large square appears around the target. This is the
target tracking indicator. This square may not be
visible while in level flight. If there are other targets
in the shoot list they will be represented by smaller
squares.
In the Tactical mode MFD located above the aircraft
icon is a white circle with a dot in the center of it.
The dot shows the ballistic or unguided impact point
of the currently selected weapon. This is the only
bombing aid that appears in the MFD when you use
Mark 82, 83, and 84 unguided iron bombs or if you
use laser guided bombs without a FAC to guide
them. The white circle represents the area a guided
weapon can guide to given the current altitude,
speed, aircraft attitude, and steering limits of the
weapon.
Displayed on the right side of the HUD is the
effective range scale for the bomb. It is depicted as a
bracket with the current target shown as a caret to
the left of the bracket. The slant range to target in
miles is displayed above the bracket.
Fly toward the target until the target is inside the
white circle on the MFD and the right caret
representing the target in the HUD is aligned within
the bracket. When these parameters are met a
“DROP” cue appears in the bottom of the HUD and
Tactical MFD indicating that the weapon can guide
to the designated target. The closer the target is to
the ballistic impact point of the weapon (dot inside
the white circle) and the center of the bracket in the
HUD the better chance the weapon has of hitting it.
The only air-to-ground weapon that doesn’t operate
in the above fashion is the AGM-88 HARM missile.
To attack targets using a HARM, you’ll need to lock
onto a radar emitting target and turn toward it. Use
the AIM-120 procedures listed in the Air-to-Air
Weapon Deployment section when firing the
AGM-88 HARM.
AIR-TO-AIR WEAPON EMPLOYMENT
Beyond Visual Range Engagements
(AIM-120)
target tracking indicator. If there are other shoot list
targets they will be represented by smaller triangles.
Select the medium range (5-30 miles) AIM-120A or
AIM-120C AMRAAMs by pressing the Enter key
until their designation appears in the lower left
corner of the HUD. Lock onto a target by preparing
a shootlist (s key), selecting the target nearest to the
center of the HUD (L key), or by left mouse clicking
on an air target shown in an MFD. Turn toward the
target by following the steering cue. Once the target
is in the HUD a large triangle appears. This is the
For the best chance to hit the target, fire when there
is a “SHOOT” cue displayed in the bottom of the
HUD. A steady tone will also be heard when the
target is within weapon release parameters. To get a
“SHOOT” cue, two parameters must be met. The
first is that the target must be inside of the weapons
effective range. This is displayed on the right side of
the HUD. The effective range of the weapon is
displayed as the left bar with the target represented
4
Change 2
TO 1F-22A-34-1
by a small dot that slides up and down to the left of
the bar. Once the dot representing the target is to the
left of the bar the target is inside the weapons
effective range. The right bar depicts 50% of the
target’s maximum weapon range with your aircraft
depicted as a caret that slides up and down to the
right of the bar.
The second parameter required is the weapon must
be able to track its intended target. The weapon
acquisition and track circle located at the bottom of
the HUD depicts the weapons field of view as a circle
and the target as a small dot. If the dot is inside the
circle the weapon can track it. The highest probably
of kill, Pk, however, will be when the dot is in the
center of the acquisition and track circle.
Once the target is within the effective weapons range
and within the weapons acquisition and track circle,
you’re ready to fire. If the weapon is not armed
(ARMED or MARMED in the upper left of the
HUD), arm it (Backspace key) and fire (Spacebar
key). If firing AIM-120’s from the internal weapons
bay there is about a one second delay between
pressing the fire key and when the weapon is
launched as the bay doors must open and the weapon
must be extended from the bay first.
When launching an internally stored weapon, the
bay doors have to open in order to launch the
missile. The F-22A’s stealth is subsequently reduced
and the aircraft may become temporarily visible to
the enemy’s radar.
Visual Engagements (AIM-9)
Within 5 miles select AIM-9M or AIM-9X
Sidewinders (1-5 miles). Because the F-22A has no
infrared targeting mechanism the Sidewinder is
extended from the weapons bay to search for targets
once selected and armed. Concentric dashed and
solid circles appear on the HUD around the target
once it has been acquired.
When selecting an internally stored AIM-9, the bay
doors have to open in order to extend the AIM-9 so
that it may start searching for a target. The F-22A’s
stealth is subsequently reduced and the aircraft may
become temporarily visible to the enemy’s radar.
To get a “SHOOT” cue the target has to be within
the Sidewinders effective range and its field of view.
The weapon acquisition and track circle depicts it’s
field of view. For the AIM-9M the field of view is
45° to the right and left of the nose, while the 9X
can see 70° to either side. The pilot doesn’t
necessarily have to see the target to get a “SHOOT”
cue, however, the hit probability of the missile
decreases as the target gets further from the center of
the acquisition and track circle.
A growling tone will be heard once the target is
within the weapons envelope. The growl will
increase in pitch the closer the target becomes.
Visual Engagements (Gun)
If the pilot closes to within a half mile or less the
Sidewinder’s become less effective. The pilot should
switch to the M61A2, 20mm gun. There are two
sights available for the gun, a historical lead
predicting gun sight and an iron gun cross. The
historical lead predicting gun sight predicts where
bullets will be after they have traveled 2,250 feet
while taking into account aircraft maneuvering. The
iron gun cross shows where the bullets will hit at
2,250 feet if the F-22A is flying straight and level. It
does not take aircraft maneuvering into account.
The F-22A carries 480 rounds of 20 mm
ammunition. The M61A2 gun fires at a rate, which
is preset to 1200 rds/min, that will exhaust it’s
ammunition supply in approximately 24 seconds.
COUNTERMEASURES
The F-22A’s countermeasures operate similar to
other aircraft and are comprised of Flare, Chaff
and
ECM. Deployment of countermeasures is detailed
next.
5
TO 1F-22A-34-1
the Defense or Stores Management MFD modes.
Fire flare - Press f key or press the Flare button on
the Defense or Stores Management MFD modes, or
the right hat down on the flight stick in the down
and right view.
Fire chaff - Press c key or press the Chaff button on
ECM on/off toggle - Press e key or the ECM button
on the Defense or Stores Management MFD modes.
Auto fire chaff and flares - Press v key or press the
Auto Chaff/Flare button on the Defense MFD mode.
SENSORS
Sensors on the F-22 include active and passive radar,
an IFDL (In Flight Data Link) system, and an
automatic IFF (Identify Friend or Foe) system. It is
very important to understand that the MFD radar
displays show integrated data from all available data
sources. This means that if the active radar is off and
the passive radar is destroyed, you may still see
objects on the radar-related MFDs—the F-22’s
avionics package processes sensor data from current
air and ground IFDLs. To detect and engage targets,
it’s unnecessary to have the active radar on.
Laser Designator
The F-22 does not have any laser targeting
capabilities. However, the F-22 can carry laserguided munitions, such as a GBU-16B Paveway.
Target designation from a forward air controller
(FAC), who is only available during CAS missions,
is required for this class of weapon. Use procedures
as described in flight operations to contact a FAC
and establish targeting.
Active Radar
The active radar system projects radar energy from
the nose (up to 70ø off either side of the nose) of the
aircraft and then records any energy that bounces off
of objects and returns to the F-22. To toggle active
radar on and off, press the R key.
The F-22’s maximum radar range is 120 miles. The
maximum radar range represents the furthest range
the radar signal can travel to, strike an object, and
bounce back to the aircraft with enough energy to be
useful or interpreted. This means that the radar
signal can actually hit a target at twice its maximum
range with enough energy to alert it that it has been
struck by a radar, even though it lacks sufficient
energy to return back to the sender. Since aircraft
use passive radar sensors to alert them to enemy
radars observing them you’ll want to occasionally
6
Change 1
limit your radar range. To decrease the radar’s
range press the [ key. Use the ] key to increase radar
range.
The radar is primarily an air search and track radar.
However, it can distinguish ground objects such as
vehicles and buildings up to 25 miles in front of the
aircraft.
The MFD radar displays will constantly show all
aircraft and buildings within 5 miles of your aircraft.
This is a game play feature that simulates the visual
scanning a pilot and his wingmen would do. The
intent of this game play compromise is to help
increase situational awareness for the pilot.
Passive Radar
Passive radar works by collecting and processing all
radar energy that is directed at the F-22. The system
can detect radar-emitting objects at least twice as far
away as they can detect you. The passive radar
sensors are constantly operating unless they are
damaged.
IFDL “Pseudo Sensor”
The IFDL system can be thought of as both a
communications and sensor system. All planes
linked by IFDLs share their sensor data. This means
that an AWACs transmits the locations of all
friendly and enemy aircraft it can see to the F-22.
AWACS aircraft also transmit JSTARS information
on the locations of all enemy ground units within 25
miles of the F-22. The IFDL is probably the most
useful sensor when it comes to being stealthy.
Because the plane’s avionics package integrates
sensor data from all sources into one set of data, the
pilot can target and get information on objects that
the pilot otherwise couldn’t see.
Change 1
TO 1F-22A-34-1
information. The pilot can do a manual IFF check
on the current target by pressing the i key.
IFF Check
An Identify Friend or Foe (IFF) check is a radarrelated signal that goes out to an aircraft currently on
the radar display. Its signal “interrogates” the target
and determines if it is a friend or a foe. The F-22A’s
avionics constantly updates the MFDs with IFF
If a buzzing sound is heard, the current target is a
friendly aircraft. If nothing is heard, then the target
is an enemy.
Figure 3
Figure 4
Change 1
7
TO 1F-22A-34-1
HEADS-UP DISPLAY (HUD) SYSTEM
TABLE OF CONTENTS
HUD Description . . . . . . . . . . . . . . . . 8
Common HUD Display Symbols . . . . . 9
Navigation Symbols . . . . . . . . 12
ILS Symbols . . . . . . . . . . . . . . 13
Weapons Symbols . . . . . . . . . 14
HUD Description
Figure 5
The Heads-Up Display or HUD is a transparent
display device that gives the pilot critical
information on the status of the aircraft. The HUD
is divided into two areas: the HUD controller and the
HUD glass or “the HUD”. The HUD controller
contains buttons and displays related to HUD
operation as well as some common controls while
the HUD glass has a number of modes to display
different sets of information.
A simple auto-mode-changing routine is built into
the HUD software. This routine attempts to predict
which of the three HUD modes you want based on
key presses and buttons clicks. It works as follows:
ILS Mode - The HUD automatically changes to ILS
mode when the ILS system on/off (/ key) is toggled
or when the IM button on the HUD controller is
clicked.
HUD Controller
The HUD controller is used to manually change
HUD modes, do IFF interrogations and initiate
communications. It has a number of buttons and one
display area.
Soft up / Soft down arrows
Darkens or lightens the HUD text/graphics color.
Weapons Mode - The HUD automatically changes
to weapons mode when a Shoot List is prepared,
when the object nearest to the center of the HUD (L
key) is targeted or when the WM button on the HUD
controller is clicked.
Navigation Mode - The HUD automatically changes
to navigation mode when toggling through the
waypoint list (o or shift-o key(s)) or when the NM
button on the HUD controller is clicked.
8
Declutter
DC
Toggle that removes (and returns) a number of nonessential items from the HUD display. See the
sections on the three HUD modes for details on what
items are remove from the HUD display.
TO 1F-22A-34-1
WM
Combat Mode
Changes the HUD to display Combat Mode
information.
Send Com2
S2
Initiates a Com2/IFDL communication.
Send Guard
SG
NM
Navigation Mode
Initiates a Guard communication.
Changes the HUD to display Navigation Mode
information.
ILS Mode
IM
Com1 UHF frequency window
Current UHF frequency: left click in the window to
type in a new frequency.
Changes the HUD to display ILS Mode information.
Com1 UHF left side arrows
IFF Check
IC
Performs an IFF check on the current target.
Send Com1
S1
Initiates a Com1/UHF communication.
Changes the UHF frequency by +1 (up arrow) and -1
(down arrow).
Com1 UHF right side arrows
Changes the UHF frequency by +0.1 (up arrow) and
-0.1 (down arrow).
COMMON HUD DISPLAY SYMBOLS
This section describes HUD symbology for symbols
common to the three HUD modes.
Watermark
Heading Indicator
Indicates the direction that the nose of the aircraft is
pointing.
Displays the compass heading in degrees.
Flight Path Marker
Pitch Ladder
Indicates the true direction of flight, which is often
different from the watermark.
Displays the pitch angle between the fuselage (tail to
nose) of the aircraft and the horizon; the pitch is
read as the angle to the right and left of the
watermark (see below); the climb and dive angle is
read as the angle to the right and left of the flight
path marker.
Indicated Air Speed (IAS)
Your current indicated air speed in knots. The circle
graphic has a caret that indicates the air speed in 10
Kt increments.
Bank Indicator
Mach Indicator
Displays the roll angle between the wings and the
horizon.
Your current indicated air speed as measured against
the speed of sound.
Iron Gun Cross
G Load Indicator
Displays where the gun rounds would hit at a range
of 2,250 feet when flying straight and level.
The current G-load of the aircraft.
9
TO 1F-22A-34-1
Figure 6
Waypoint Tadpole
Currently Selected Weapon
Displays the direction to the next waypoint; The icon
slides right and left parallel to the pitch ladder to
indicate course corrections of up to 30 degrees and
rotates to indicate the actual course correction of up
to +/- 180 degrees.
Currently selected weapon and the number of
weapons of that type remaining. If the gun is
selected then the remaining rounds is displayed.
Azimuth Steering Cue
Current barometric altitude in feet (altitude
measured from mean sea level). The circle graphic
has a caret which indicates hundreds of feet. A
small “R” indicates that you are using the radar
altimeter which measures the altitude above the
ground, but is not stealthy. A small “L” indicates
you are using the laser altimeter which measures
altitude above the ground, but will not function
through clouds. Shift A toggles through altitude
modes.
Replaces the waypoint tadpole while heading
towards the target waypoint and displays the
direction to the target waypoint. It is represented by
a line perpendicular to horizon extending the height
of the HUD. The line slides right and left parallel to
the pitch ladder to indicate course corrections of up
to 30 degrees.
Current Altitude
Angle of Attack Indicator (AoA)
Bay Doors Indicator
Indicates the angular difference between the
watermark (where the nose is pointed) and the flight
path marker (current direction of flight).
Indicates bay doors are open. The “DOORS”
indicator appears immediately above the Altitude
indicator.
AoA Limiter
Gear Indicator
When the AoA limiter is activated (realistic flight
model only an (L) will appear to the right of the
AoA Indicator. The limiter is toggled ON or OFF
using the Alt-A key combination.
Remaining Fuel
Remaining fuel in thousands of pounds.
10
Change 2
Indicates that the landing gear are extended. The
“GEAR” indicator appears immediately above the
Altitude indicator. When the gear is transitioning
between extended and retracted, the gear indicator
flashes.
TO 1F-22A-34-1
Wheel Brake Indicator
Armed Indicator
The “mArmed” indicator appears in the upper left
corner of the HUD if the Master Arm switch is ON.
“Armed” indicates that only the current weapon is
armed.
Flaps Indicator
Indicates that the flaps are extended. The “FLAPS”
indicator appears immediately above the Altitude
indicator.
Indicates that the wheel brakes are ON. The
“WBRAKE” indicator appears immediately above
the altitude indicator.
Airbrake Indicator
Indicates that the airbrake (differential rudder) is
activated.
The “BRAKE” indicator appears
immediately above the altitude indicator.
ACT
Indicates that the radar is ON. The “ACT” indicator
is displayed above the airspeed indicator.
Afterburner Indicator
Indicates that the afterburners are activated. The
“AB” indicator appears immediately above the
Indicated Air Speed indicator.
ECM
Indicates that the ECM gear is ON. The “ECM”
indicator is displayed above the airspeed indicator.
Figure 7
Change 2
11
TO 1F-22A-34-1
Figure 8
Navigation Information Lines
Line 1 - Current waypoint number and type:
S - Start
N - Navigation
P - Patrol
IP - Initial Point (Bomb Run)
T - Target
C - CAP
C1 - CAP Leg 1
C2 - CAP Leg 2
R - Rendezvous
L - Landing
Landing Points:
OM - Outer Marker
MM - Middle Marker
TP - Touchdown Point
Bearing to waypoint in compass degrees (0 - 360)
and slant range to waypoint in miles.
Line 2 - Time to waypoint in minutes and seconds.
12
Change 2
Line 3 - The difference between the actual and the
scheduled time to a waypoint/target in minutes and
seconds. A positive number means the pilot is ahead
of schedule. A negative number means the pilot is
behind schedule.
HUD Declutter
When the HUD Declutter button is pressed the
following items disappear from this mode:
G Load Indicator
AoA Indicator
Armed indicator
Iron Gun Cross
Remaining Fuel
Currently Selected Weapon
Airbrake Indicator
Flaps Indicator
Gear Indicator
Information Line 2
Information Line 3
TO 1F-22A-34-1
Figure 9
Vertical Glide Path Indicator
This line moves up and down in the HUD to indicate
that you are above or below the glide path for an
optimum landing.
Horizontal Glide Path Indicator
This line moves right and left in the HUD to indicate
that you are to the right or left of the glide path.
Vertical Velocity
P - Patrol
IP - Initial Point (Bomb Run)
T - Target
C - CAP
C1 - CAP Leg 1
C2 - CAP Leg 2
R - Rendezvous
L - Landing
Landing Points:
OM - Outer Marker
MM - Middle Marker
TP - Touchdown Point
This is the vertical velocity in feet per second (- is
losing altitude).
Bearing to waypoint in compass degrees (0 - 360)
and slant range to waypoint in miles.
Optimum Air Speed
Line 2 - Time to waypoint in minutes and seconds.
This is the suggested air speed for the current
position along the glide path.
Line 3 - Difference between actual and scheduled
time to waypoint/target in minutes and seconds.
Optimum Vertical Velocity
HUD Declutter
This is the suggested vertical velocity for the current
position along the glide path.
When the HUD Declutter button is pressed the
following items disappear from this mode:
Optimum Altitude
Waypoint Tadpole
Optimum Air Speed
Optimum Altitude
Currently Selected Weapon
Iron Gun Cross
Mach Indicator
G Load Indicator
Information Line 2
Information Line 3
This is the suggested altitude for the current position
along the glide path.
Navigation Information Lines
Line 1 - Current waypoint number and type:
S - Start
N - Navigation
Change 2
13
TO 1F-22A-34-1
Figure 10
Weapon Range Indicator (Air-to-Air Weapon)
Weapon Acquisition and Track Circle
Displays the maximum possible range (the top of the
bracket) and the effective range (the left bar) of the
currently selected weapon, with a “filled dot”
representing the current target to the left of the bar.
The right bar represents the maximum range of the
current target’s best air-to-air weapon with the
aircraft represented as a caret (less than sign) to the
right of the scale. The right bar represents 50% of his
maximum range.
Displays the viewing/tracking cone of the currently
selected weapon with a “filled dot” representing the
current target.
Air Target Information Lines
Line 1 - Aircraft type, mission target designator if
applicable (*), shoot list number.
Line 2 - Target’s altitude in thousands of feet.
Weapon Range Indicator (Air-to-Ground Weapon)
Displays the maximum effective range (top of
bracket) and the minimum effective range (bottom of
bracket) of the currently selected weapon. A filled dot
to the left of the bar represents the current target, and
the maximum effective weapon range is displayed
above the range to target in miles. The minimum
effective range is displayed below the minimum
release range, which is represented by a dash. The
value above the maximum range indicator is the
range to target in miles.
An exception to the above range indicator description
is the AGM-88’s indicator. The range indicator for
this missile is the same as described for an air-to-air
weapon range indicator except that the right bar and
caret are not displayed since there is no target aircraft
that can shoot back.
14
Change 2
Line 3 - Bearing to target in degrees, and slant range
to target in miles.
Line 4 - Target speed in knots.
Line 5 - Velocity closure (VC) with target in knots.
Ground Target Information Lines
Line 1 - Target type, mission target designator if
applicable (*), shoot list number.
Line 2 - Bearing to target in degrees, and slant range
to target in miles.
Targeted Aircraft/Ground Designators
Targeted aircraft are represented by triangular or
circular outlines; the current radar targeted aircraft
is represented by a large triangle; the current
TO 1F-22A-34-1
infrared targeted aircraft is represented by a large
circle.
15
TO 1F-22A-34-1
Figure 11
Figure 12
Figure 13
16
Change 2
TO 1F-22A-34-1
Ground targets are represented by squares. To the
right of each aircraft designator is the target’s altitude
in thousands of feet. The current target is represented
by an appropriate large designator (Triangular,
circular or square) while other targets on the shoot list
are represented by smaller versions of the designators.
Steering Cue
When the target designator slides off of the HUD a
steering cue appears that points to the target. It is a
line that extends from the HUD center towards the
edge of the HUD. At the outer end of the steering cue
line is printed the bearing in degrees to the target.
Shoot Cue
When the targeted aircraft is within effective weapon
range and it is within the weapons acquisition and
tracking cone the word “SHOOT” appears above the
bank indicator in the bottom of the HUD.
Drop Cue
Historical Gunsight
When the M61A2 20mm gun is selected and armed
a Historical Lead Computing gunsight appears
roughly in the center of the HUD. The sight displays
where the bullets hit at 2,250 feet away from the
aircraft. As the aircraft is maneuvered the gunsight
moves to display where the gun rounds will hit.
HUD Declutter
When the HUD Declutter button is pressed the
following items disappear from this mode:
AoA Indicator
Iron Gun Cross
Waypoint Tadpole
Remaining Fuel
Airbrake Indicator
Flaps Indicator
Gear Indicator
Weapons Acquisition and Track Circle
Information Line 4
Information Line 5
When the targeted ground object is within the
effective weapon range and it is within the weapons
acquisition and tracking cone the word “DROP”
appears above the bank indicator in the bottom of the
HUD.
17
TO 1F-22A-34-1
MULTI-FUNCTIONAL DISPLAYS (MFD)
TABLE OF CONTENTS
Dogfight Mode . . . . . . . . . . . .
Stores Management Mode . . . .
Comm/Nav Mode . . . . . . . . . .
Flight Ball Mode . . . . . . . . . . .
Damage Mode . . . . . . . . . . . . .
Stealth Status Mode . . . . . . . . .
Multi-Functional Displays (MFD) 17
MFD Symbology . . . . . . . . . . . . 18
Defense Mode . . . . . . . . . . . . . . . 20
Tactical Mode . . . . . . . . . . . . . . . 22
Attack Mode . . . . . . . . . . . . . . . . 24
26
28
30
31
32
34
MFD Description
Figure 14
Figure 14
The F-22 cockpit is dominated by four large fullcolor MFDs (multi-functional displays).
The
displays are referred to as the left, center, right, and
bottom MFDs. One of the four displays is always
active and can be identified by a white outline
around the MFD’s screen. Any MFD changes that
you perform using keyboard commands are
associated with this MFD only, except for radar
related changes.
MFD MODES
Each MFD can operate in one of nine modes
Defense
Tactical
Attack
Dogfight
Stores Management
18
Comm/Nav
Flight Ball
Damage
Stealth Status
MFD CONFIGURATION
The MFDs can be set to five different predefined
configurations. These default configurations can be
redefined by the pilot by using the configure MFD’s
setup option from the main PDA screen.
Combat Mode - Insert key sets MFDs to the
following modes:
Left - Defense
Center - Tactical
Right - Attack
TO 1F-22A-34-1
Bottom - Stores Management
Status Modes - Home key sets MFDs to the
following modes:
Increase MFD/radar range - ] key
Decrease MFD/radar range - [ key
MOUSE OPERATION
Left - Damage
Center - Tactical
Right - Stealth
Bottom - Stores Management
Left clicking on any object has the following effects:
On non-targeted object - Adds object to shoot
list as the current target.
Navigation Modes - Page Up key sets MFDs to the
following modes:
Left - Communications/Navigation
Center - Tactical
Right - Flight Ball
Bottom - Damage
On non-current target in shoot list - Makes
that target the current target in shoot list.
On the current target - Removes target from
shoot list.
Dogfight Modes - Delete key sets MFDs to the
following modes:
Right-clicking on any object displays crosshairs
over the object and information about the object for 5
seconds in the Tactical, Dogfight, and Attack MFD
modes and in the HUD.
Left - Tactical
Center - Dogfight
Right - Defense
Bottom - Stores Management
MFD COMMON BUTTON OPERATION
Landing Modes - End key sets MFDs to the
following modes:
Set MFDs to Status modes - SM
Set MFDs to Combat modes - CM
Set MFDs to Communication/Navigation modes - NM
Left - Tactical
Center - Flight Ball
Right - Communications/Navigation
Bottom - Damage
Set MFDs to User defined modes - UM
MFD KEYBOARD COMMANDS
Increase radar range - Up arrow R
Select next MFD - n key
Decrease radar range - Down arrow R
Next MFD mode - m key
Next MFD mode - Down arrow M
Previous MFD mode - Shift - m keys
Previous MFD mode - Up arrow M
Save User defined MFD set as current modes - SU
MFD SYMBOLOGY
Icons (all objects including aircraft and ground units,
but not buildings or missiles) and Target Information
(lower left corner of MFDs) are color coded based on
the icon/target type.
Change 1
Red - Enemy
Green - Friendly
Blue - Wingmen and attached flights
Yellow - Military target buildings
Light Blue - Civilian buildings
White - Friendly missiles and missile track lines
19
TO 1F-22A-34-1
There are a number of different icons that appears on
radar related MFD modes. These include the
following:
Aircraft - Filled circles with a short line denoting
their direction of travel and the line’s length
representing their velocity class:
Airborne radar - On the Defense mode display,
hollow cones are projected off the nose or tail of
enemy and unknown aircraft targets when they
search with active radar. The length of the cone
represents approximately twice the detection range
of the radar.
Buildings and structures - Small filled squares.
Short - Less than Mach 1.0
Medium - Between Mach 1.0 and 1.49
Long - Mach 1.5 and greater.
Current Target - Aircraft icon with a thick white
ring around it.
Initial Waypoints - Filled green squares.
Bomb Run Waypoints - Filled green squares.
Target Waypoint - Filled green triangles.
Other Target in Shoot List - Aircraft icon with thin
white ring around them.
Wingman Targets - Aircraft icon with a dashed
white ring around them.
Ground vehicles - Filled circles.
Radar SAM and EWR sites - Hollow pentagons
that change to filled when the radar is on and facing
your direction. Each radar site has a solid circle
denoting it’s effective range versus the aircraft’s
current stealth state.
20
All other waypoints - Four pointed, filled green
stars.
Waypont connecting lines - Solid green lines.
Missiles - Small filled circles (red if enemy, white if
allied) with a line leading from the missile to its
target. If a missile loses it’s lock, the connecting
line will disappear.
Change 1
TO 1F-22A-34-1
sites, and radar cones from aircraft increase in size
Figure 15
Defense Mode
to reflect their increased detection ranges.
The Defense MFD mode is the primary way of
remaining alive and unseen. In the center of the
display is a F-22 icon with two lines radiating from
it indicating the search/track angle of the radar.
When the radar is on, everyone within those two
lines will receive the signal and be alerted to your
presence. The number at the top of the display is the
current heading and the two circles represent ranges.
This display shows all radar contacts that are a
threat to the F-22, with threat being defined as
physical threats and threats to maintaining your
stealth.
The best chance for remaining unseen is to keep the
small white dot inside the F-22 icon outside of all
enemy radar detection circles and cones.
The Defense MFD mode is the only display that
shows radar ranges (red circles) of SAM sites and
aircraft (red cone). As the RCS and IRCS of the F22A increase, the radar range circles around SAM
At the top left of the display are radar and ECM
indicators. These indications show when the radar
or ECM jamming is turned ON.
The remaining Chaff and remaining Flares are
shown in two displays at the bottom of the MFD.
Maximum display range for the Defense MFD mode
is 120 miles, while the minimum is 10 miles.
When a SAM or Air-to-Air Missile launch is
detected a warning message will be shown in red at
the top of the display. A warbling tone will
accompany
the
message.
Figure 16
Change 1
21
TO 1F-22A-34-1
The Defense MFD mode has the following buttons:
Set MFDs to Combat modes - CM
Set MFDs to Status modes - SM
Set MFDs to Communication/Navigation modes - NM
Set MFDs to Dogfight modes - DM
Set MFDs to Landing mode - LM
Chaff - C
22
Flares - F
ECM - E
Auto Chaff/Flares - CF
Toggle Active Radar - RA
Previous MFD mode - Up arrow M
Next MFD mode - Down arrow M
Increase radar range - Up arrow R
Decrease radar range - Down arrow R
TO 1F-22A-34-1
Figure 17
Tactical Mode
The Tactical MFD mode is the primary map display
and contains information on all ground and air
contacts, target information, waypoint information,
and heading information. The Tactical mode is also
the main display for delivering air-to-ground
munitions. The number at the top of the display is the
current heading and the two circles represent ranges.
This display also contains an F-22 icon near the
bottom of the display.
When air-to-ground munitions are selected and
armed, a small white dot and white ellipse indicating
the possible impact points of the weapon is displayed.
When the currently selected ground target is under
the dot or ellipse a “Drop” cue appears at the bottom
of the display indicating that the weapon is likely to
impact the target. The only exception to this
procedure is the AGM-88 HARM anti-radiation
missile. This weapon does not use a bomb drop
ellipse or dot and the “Drop” cue only appears if the
currently selected ground target has turned on their
radar since it was targeted.
The current weapon is displayed in the upper right
corner of the display.
Maximum display range for the Tactical MFD mode
is 120 miles, while the minimum is 10 miles.
Figure 18
23
TO 1F-22A-34-1
Figure 19
Air Target Information Lines
The Tactical MFD mode has the following buttons:
Line 1 - Aircraft type, mission target designator if
applicable (*), and target or shoot list number.
Set MFDs to Combat modes - CM
Set MFDs to Status modes - SM
Set MFDs to Communication/Navigation modes - NM
Set MFDs to Dogfight modes - DM
Set MFDs to Landing modes - LM
Prepare auto shoot list - SL
Select next target - NT
Toggle autopilot- AP
Toggle active radar - RA
Previous Waypoint - Up arrow M
Next Waypoint - Down arrow M
Previous MFD mode - Up arrow M
Next MFD mode - Down arrow M
Toggle display other items - DO
Toggle display air objects - DA
Toggle display ground objects - DG
Increase radar range - Up arrow R
Decrease radar range - Down arrow R
Line 2 - Target’s altitude in thousands of feet.
Line 3 - Bearing to target in degrees, and slant range
to target in miles.
Line 4 - Target speed in knots.
Line 5 - Velocity closure (VC) with target in knots.
Ground Target Information Lines
Line 1 - Target type, mission target designator if
applicable (*), and target or shoot list number.
Line 2 - Bearing to target in degrees, and slant range
to target in miles.
24
TO 1F-22A-34-1
Figure 20
Attack Mode
The Attack MFD mode is designed to give radar
information for the currently selected weapon.
Therefore if an air-to-air missile is selected only air
targets are displayed; if an air-to-ground weapon is
selected only ground targets are shown. This display
contains information regarding targets, current
heading, weapon ranges, altitude, and if applicable a
weapon acquisition and track circle. The number at
the top of the display is the current heading and the
two circles represent ranges. This display also
contains an F-22 icon near the bottom of the display.
The altitude display shows altitudes in increments of
ten thousand feet from 0 to 60,000 feet. Your aircraft
is represented as a white bracket to the right of the
scale. The current target is represented as a red
arrow to the right of the scale.
Maximum display range for the Attack mode is 120
miles, while the minimum is 10 miles.
Figure 21
25
TO 1F-22A-34-1
Figure 22
There are separate indicators for air-to-air and
ground targets.
The current weapon is displayed in the upper right
corner of the display.
Air-to-air Targets:
Maximum range for the Attack MFD mode is 120
miles, minimum is 10 miles.
The Weapon Range Indicator consists of two sideby-side weapon range scales. The upper limit of the
center scale represents 100 percent of the effective
range of the currently selected weapon. The vertical
white bar on the left side represents 50 percent of the
currently selected weapon’s effective range. The
current target is represented as a filled dot to the left
of the bar scale. The bottom of the scale represents
the weapon’s minimum effective range. The right
red bar scale represents the maximum range of the
current target’s best anti-air weapon. Your aircraft
is represented as a caret to the right of the scale.
Ground Targets:
The Ground Weapon Range Indicator consists of a
bracket and several other indicators. Just above the
bracket is printed the range to the target in miles.
The top of the bracket indicates the maximum
effective range for the currently selected weapon.
The bottom of the bracket represents the minimum
effective range. The minimum release range is
represented by a horizontal dash under the bracket.
The current target is represented as a small caret to
the left of the bracket.
The Attack MFD mode has the following buttons:
Set MFDs to Combat modes - CM
Set MFDs to Status modes - SM
Set MFDs to Communication/Navigation modes - NM
Set MFDs to Dogfight modes - DM
Set MFDs to Landing modes - LM
Prepare auto shoot list - SL
Select next target - NT
Toggle active radar - RA
Select next weapon - WS
Toggle arm weapon - WA
Next MFD mode - Down arrow M
Previous MFD mode - Up arrow M
Toggle display weapon aim circle - DC
Toggle display weapon range scale - DR
Toggle display altitude scale - DH
Increase radar range - Up arrow R
Decrease radar range - Down arrow R
Dogfight Mode
26
TO 1F-22A-34-1
altitude and a minus indicates below.
Figure 23
The Dogfight MFD mode increases the situational
awareness in close-up dogfights. The radar in this
mode shows all aircraft up to 10 miles from the
aircraft, regardless of the radar’s current status. The
box at the top of the display is the current heading,
and the two circles represent ranges. This display
also contains an F-22 icon in the center of the
display.
Trend indicator
“-“ indicates that the target is neither climbing or
diving.
“↑” indicates that the target is climbing
“↓” indicates that the target is diving
Above each aircraft icon is a number and a trend
indicator:
Number
The current weapon and the remaining number of
that type of weapon is displayed in the upper and
lower right corner of the display respectively.
Difference in altitude between target aircraft and the
pilot’s altitude in thousands of feet. A plus in front
of the number indicates the target is above your
Maximum display range for the Dogfight MFD
mode is 10 miles, while the minimum is 1 mile. The
MFD will auto-range according to the current
Figure 24
Change 2
27
TO 1F-22A-34-1
target’s range.
In the lower left of the display are five lines of target
information as follows.
Air Target Information Lines
Line 1 - Aircraft type, mission target designator if
applicable (*), and target or shoot list number.
Line 2 - Target’s altitude in thousands of feet.
Line 3 - Bearing to target in degrees, and slant range
to target in miles.
Line 4 - Target speed in knots.
Line 5 - Velocity closure (VC) with target in knots.
The Dogfight mode has the following buttons:
28
Set MFDs to Combat modes - CM
Set MFDs to Status modes - SM
Set MFDs to Communication/Navigation modes - NM
Set MFDs to Dogfight mode - DM
Set MFDs to Landing mode - LM
Prepare auto shoot list - SL
Select next target - NT
Select next weapon - WS
Toggle arm weapon - WA
Previous MFD mode - Up arrow M
Next MFD mode - Down arrow M
Toggle display information - DI (target information
and altitude data)
TO 1F-22A-34-1
Figure 25
STORES MANAGEMENT MODE
The Stores Management mode displays the current
status of the weapons, engines, and countermeasures.
At the top of the display are engine thrust indicators
that display the Percent RPM of each engine. In the
center of the display is a box displaying the
currently
selected weapon and it’s status, which is “Ready” if
the weapon is armed. Immediately below this is a
schematic of the F-22 with icons representing each
weapon currently onboard the aircraft.
The bottom of the display has three boxes that
provide status of the F-22’s countermeasures. The
left box shows how many chaff packets are
remaining.
The center box show the current
dispensing method, “Manual” or “Auto”. The right
box shows how many flares are remaining.
The Stores Management mode has the following
buttons:
Set MFDs to Combat modes - CM
Set MFDs to Status modes - SM
Set MFDs to Communication/Navigation modes - NM
Set MFDs to Dogfight mode - DM
Set MFDs to Landing mode - LM
Fire chaff - C
Fire flare - F
Toggle ECM - E
Figure 26
Change 1
29
TO 1F-22A-34-1
Auto dispense chaff and flare - CF
Select next weapon - WS
Toggle arm weapon - WA
30
Previous MFD mode - Up arrow M
Next MFD mode - Down arrow M
Toggle bomb bay doors for current weapon - BD
TO 1F-22A-34-1
Figure 27
COMMUNICATIONS/NAVIGATION
MODE
The Communications/Navigation MFD mode
contains detailed information on the status of the two
communication systems and a list of the mission
waypoints (Lines 6 - 10). It lists the on/off status of
Com1/UHF with the current UHF frequency (Line
1), the status of Com2/IFDL (Line 2) and the current
IFDL links (Lines 3, 4).
This mode displays a list of the mission waypoints
including waypoint number, UTM zone, X
coordinate, Y coordinate, and the waypoint type
(Lines 6 - 10). The current waypoint is highlighted.
Line 11 provides planned speed and altitude
information (in thousands of feet) to the current
waypoint.
The Comm/Nav mode has the following buttons:
Set MFDs to Combat modes - CM
Set MFDs to Status modes - SM
Set MFDs to Communication/Navigation modes - NM
Set MFDs to Dogfight mode - DM
Set MFDs to Landing mode - LM
Previous MFD mode - Up arrow M
Next MFD mode - Down arrow M
Previous waypoint - Up arrow W
Next waypoint - Down arrow W
Toggle Com1/UHF - C1
Toggle Com2/IFDL - C2
Send Com1/UHF communication - S1
Send Com2/IFDL communication - S2
Send Guard communication - SG
Figure 28
31
TO 1F-22A-34-1
Figure 29
FLIGHT BALL MODE
The Flight Ball MFD mode is basically a backup
system for the HUD. It displays the pitch ladder,
heading, IAS in knots, altitude in feet, Vertical
velocity, ILS glide slope information, and remaining
fuel in thousands of pounds.
Set MFDs to Status modes - SM
Set MFDs to Communication/Navigation modes - NM
Set MFDs to Dogfight mode - DM
Set MFDs to Landing mode - LM
Toggle autopilot - AP
Toggle ILS - IL
Previous MFD mode - Up arrow M
Next MFD mode - Down arrow M
The Flight Ball mode has the following buttons:
Set MFDs to Combat modes- CM
Figure 30
32
Change 1
TO 1F-22A-34-1
Figure 31
DAMAGE MODE
The Damage MFD mode displays aircraft systems
that have been damaged or destroyed. It also
contains a graphic representation of the F-22 which
is color coded according to the total amount of
damage sustained by the aircraft and is a good quick
indicator of the aircraft’s flight worthiness:
When the aircraft is damaged the pilot is alerted to
the condition by warning messages. The Damage
Mode Message Interpretations chart on the next page
lists each warning message and describes how
systems are affected.
The Damage mode MFD has the following buttons:
Set MFDs to Combat modes - CM
Set MFDs to Status modes - SM
Set MFDs to Communication/Navigation modes - NM
Set MFDs to Dogfight mode - DM
Set MFDs to Landing mode - LM
Previous MFD mode - Up arrow M
Next MFD mode - Down arrow M
Blue - 0 to 20% damaged
Light Blue - 21 to 40% damaged
Yellow - 41 to 60% damaged
Orange - 61 to 80% damaged
Red - 81 to 90% damaged
Flashing Red - 91 to 100% damaged
Figure 32
Change 1
33
TO 1F-22A-34-1
Message
System
Damaged
Destroyed
Aircraft destroyed when
both engines are
destroyed
Aircraft destroyed when
both engines are
destroyed
Stops working
Stops working
Stops working
Stops working
Aircraft destroyed
Stops working
Maximum IRCS violation
Stops working
Stops working
Stops working
Stops working
Stops working
Manual operation required
Stops working
Stops working
Stops working
Stops working
Stops working
Aircraft destroyed
R ENG
Right Engine
RPM and thrust decreases
as damage increases
L ENG
Left Engine
RPM and thrust decreases
as damage increases
L MFD
R MFD
C MFD
B MFD
AIRFRAME
RADAR
EX COOL
COMM
HDPT R1
HDPT R2
HDPT L1
HDPT L2
BAY DOORS
HDPT BBL
HDPT BBR
HDPT BL
HDPT BR
GUN
FUEL
Left MFD
Right MFD
Center MFD
Bottom MFD
Airframe
Active Radar Gear
Exhaust Cooling
Communications
Hardpoint Station 11
Hardpoint Station 12
Hardpoint Station 2
Hardpoint Station 1
Weapon Bay Door(s)
Hardpoint Stations 4, 5 or 6
Hardpoint Stations 7, 8 or 9
Hardpoint Station 3
Hardpoint Station 10
M61A2 Gun
Fuel system
PASS GEAR
LANDGEAR
Passive Radar Gear
Landing Gear
NA
NA
NA
NA
NA
NA
Increased IRCS violation
NA
NA
NA
NA
NA
NA
NA
NA
NA
NA
NA
Loss of fuel increases as
damage increases
NA
NA
Stops working
Stops working
Note: See figure 4 for hardpoint (weapon) station numbers
34
Change 1
TO 1F-22A-34-1
Figure 33
Stealth Status Mode
The Stealth Status MFD mode displays the aircraft’s
current stealth state, both Radar Cross Section (RCS)
and Infrared Cross Section (IRCS). There are two
bar graphs that expand and contract with the
aircraft’s stealth state. The smaller the bar, the
stealthier the aircraft appears. Above these graphics
are all the items that are contributing to the RCS (in
blue) and all the items that are contributing to the
IRCS (in red).
RCS violations are cause by opening the bay doors,
lowering of the landing gear or flaps and operation
of the airbrakes. Carrying external stores and
airframe damage also increase the radar signature of
the aircraft and thereby increase the RCS violation.
used, when the exhaust cooling is damaged or when
high airspeeds cause the wing leading edge to heat to
high temperatures.
The Stealth Status mode has the following buttons:
Set MFDs to Combat modes - CM
Set MFDs to Status modes - SM
Set MFDs to Communication/Navigation modes - NM
Set MFDs to Dogfight mode - DM
Set MFDs to Landing mode - LM
Previous MFD mode - Up arrow M
Next MFD mode - Down arrow M
IRCS violations happen when the afterburner is
Figure 34
Change 1
35
TO 1F-22A-34-1
ADVISORY and WARNING SYSTEMS
TABLE OF CONTENTS
Weapon System Tones . . . . . . . . . . . . . . . 35
Warning Tones . . . . . . . . . . . . . . . . . . . . 35
Weapon System Tones
Associated with each missile weapon system is a
series of audible tones that notify the pilot of the
weapon’s status.
The second is a steady tone that starts once the target
reaches the maximum effective range of the missile
and continues until the target reaches the minimum
range of the missile.
AIM-9 M/X
AIM-120A/C, AGM-88
Two types of tones are used. The first is a growling
tone that will be heard when the target is within the
view of the missile’s seeker head. The growl
indicates where the target is with respect to the
center of the seeker’s view. The growl increases in
pitch and frequency as the target moves toward the
center of the seeker’s view as shown by the
acquisition and track circle on the HUD.
A steady tone indicates that the target is within
weapon release parameters. The tone starts once the
target reaches the maximum range of the missile and
continues until the target reaches the minimum
range of the missile.
Warning Tones
An audible warning system provides tones to alert
the pilot of various enemy activities.
Airborne Search Radar
Emits an occasional short beep or a slow beeping
tone when your aircraft is swept by radar. The
repetition rate of the beep indicates the radar sweep
rate. More rapid beeps are caused by short range
tracking radar and slower beeps are caused by long
range tracking. These tones will also be heard when
a radar cone is displayed on the Defense MFD
screen.
36
Missile Lock Warning
A series of about 20 fast, short beeps indicates that
an enemy radar has locked onto you but has not yet
launched a missile.
Missile Launch Warning
A fast, two tone warbling indicates that the enemy
has launched a missile.
This warbling is
accompanied by a verbal “Air launch” or “SAM
launch” voice message.
Change 2
TO 1F-22A-34-1
AIRCRAFT WEAPONS
TABLE OF CONTENTS
Air-to-Ground Weapons . . . . . .
Vulcan Cannon . . . . . . . . . . . . 36
Air-to-Air Weapons . . . . . . . . . . 36
37
Vulcan Cannon
M61A2 Cannon
The M61A2 is a light weight version of the M61A1
Vulcan 20 mm cannon. It is a six-barreled, Gatling
type cannon powered by hydraulic and electric
systems. It’s major components are the M61A2 gun,
an ammo belt conveyor assembly, an ammo storage
drum and assemblies for the gun drive power. It
takes about 0.3 second to come up to maximum fire
rate where the six barrels rotate at 1,000 RPM. It
takes about 0.5 second to stop firing.
The
ammunition drum holds 480 rounds of 20 mm
ammunition consisting of such shells as highexplosive, incendiary, armor-piercing or practice ball
rounds.
Weight
Rate of Fire
Muzzle Velocity
205 Lbs
4000 or 6000 rds/min
3,380 Ft/Sec
Air-to-Air Weapons
AIM-120A/C AMRAAM missile
AIM-9M/X “Sidewinder” missile
Guidance
Weight
Warhead
Max Range
Min Range
Guidance
Weight
Warhead
Max Range
Min Range
active radar
345 lbs
48.4 lbs HE directed fragmentation
31 mi
4.4 mi
The Advanced Medium-Range Air-to-Air Missile
(AMRAAM) AIM-120 development program began
in 1975. Designated as the successor to the AIM-7
Sparrow, the AIM-120A entered service in 1991.
An advanced version, the AIM-120C, with an
improved active radar seeking head and a
compressed carriage, allowing internal stowage by
the F-22, entered service in 1993. The F-22 can
hold up to six AIM-120Cs in its central internal
weapons bay.
IR
191 lbs / 185 lbs
25 lbs HE blast/fragmentation
5 mi
0.3 mi
The AIM-9 development program began in the late
1940’s with the first operational flight of the AIM9B in 1953. Considerable enhancements have been
made throughout the years, with the most recent
addition of enhanced flare rejection circuitry in the
AIM-9M. The AIM-9X, expected to enter service
around the year 2000, is expected to be an order of
magnitude more capable than its most advanced
predecessors, allowing over-the-shoulder target
designation in conjunction with helmet-mounted
target designation systems now in development.
Normally, the F-22 carries two AIM-9M/X missiles,
one in each side bay, although more could be carried
in the central weapons bay and on external
hardpoints.
37
TO 1F-22A-34-1
Air-to-Ground Weapons
warhead
Mark-82
max range
targets
guidance
weight
warhead
general purpose
unguided
530 lbs
196 lbs
Mark-83
targets
guidance
weight
warhead
general purpose
unguided
983 lbs
444 lbs
185 lbs (BLU-111 variant of Mark82 unitary warhead)
19 mi
An evolution of the late-1980’s Advanced Bomb
Family studies by the US Navy and Air Force, the
JSOW is an unpowered glide bomb fitted with
folding wings that deploy after release. These wings
greatly extend the JSOW’s range, allowing it to be
launched from beyond the range of many air
defenses. Guidance is by a combination of internal
inertial navigation system (INS) and satellite-based
Global Positioning System (GPS), improving
accuracy and increasing resistance to jamming.
Because of its large size, the F-22 can only carry the
AGM-154 JSOW externally.
AGM-88 HARM (High-speed Anti-Radar
Mark-84
Missile)
targets
guidance
weight
warhead
general purpose
unguided
1,966 lbs
942 lbs
The Mk 80 family of low drag, general purpose
bombs that have become the standard for the US
armed forces, as well as many others. Although they
have been steadily improved since their introduction
in the 1950’s, these have generally been minor
modifications to fuzes and filling, not significant
design changes. They have also served as the basis
for many other munitions, such as the AGM-62
Walleye, the Paveway series of laser guided bombs,
and the AGM-154 JSOW.
AGM-154 JSOW (Joint Standoff Weapon)
targets
guidance
weight
38
general purpose
INS/GPS
1,065 lbs
targets
guidance
weight
warhead
min range
max range
max speed
radar emitting structures or
vehicles
passive radar / INS
794 lbs
145 lbs
3 mi
15 mi
Mach 3
Successor to the AGM-45 Shrike and AGM-78
Standard, the AGM-88 HARM is an anti-radar
missile, used to attack opposing air defenses, most
often as part of SEAD (Suppression of Enemy Air
Defenses) missions. The HARM can be launched
with or without a valid target. If it has a target, it
will use its passive radar tracking capabilities to
guide itself to the target, and if the target shuts off its
radar while the HARM is in flight, it will engage its
backup inertial navigation system (INS) and guide
itself to its target’s last known position. If launched
without a target, it will fly until a radar activates
within its detection area, and then engage it as
above.
TO 1F-22A-34-1
GBU-12B (Paveway)
targets
guidance
weight
warhead
general purpose
passive laser
495 lbs
196 lbs (Mark 82 general purpose
unitary warhead)
GBU 16B (Paveway)
warhead
528 lbs (BLU 109/B penetration
warhead for hardened targets)
An outgrowth of the Mk. 80 series of general
purpose bombs, Paveway bombs reflect a modular
design concept, simply being Mk. 80 bombs
modified by the addition of bolt-on subassemblies.
To convert a Mk. 80 bomb into a GBU, a laser
guidance unit is added to the nose, and a stabilizing
tail unit is added to the rear. The laser guidance unit
detects the laser designation spot and guides the
bomb towards it by manipulating its control surfaces.
The tail assembly plays no role in bomb guidance.
Target designation can be by the parent aircraft,
another airborne designator, or ground-based
systems.
GBU-31A JDAM (Joint Direct Attack Munition)
targets
guidance
weight
warhead
general purpose
passive laser
999 lbs
444 lbs (Mark 83 general purpose
unitary warhead)
GBU 24A (Paveway)
targets
guidance
weight
warhead
GBU-31A/B JDAM (Joint Direct Attack Munition)
targets
targets
guidance
weight
warhead
general purpose
passive laser
1,980 lbs
942 lbs (Mark 84 general purpose
unitary warhead)
general purpose
INS/GPS
1980 lbs
942 lbs (Mark 84 general purpose
unitary warhead)
guidance
weight
warhead
hardened targets such as bunkers
and hardened hangers
INS/GPS
1980 lbs
528 lbs (BLU 109/B penetration
warhead for hardened targets)
GBU 24A/B (Paveway)
GBU-32 JDAM (Joint Direct Attack Munition)
targets
targets
guidance
weight
warhead
guidance
weight
hardened targets such as bunkers
and hardened hangers
passive laser
1980 lbs
general purpose
INS/GPS
454 kg
202 kg (Mark 83 general purpose
unitary warhead)
Another product of the Advanced Bomb Family
studies, the JDAM system consists of bolt-on
39
TO 1F-22A-34-1
subassemblies that can be added to standard Mark
84, BLU-109B, and Mark 83 bombs to increase their
accuracy. The tail assembly consists of the GPS and
INS guidance units as well as the control surfaces. It
is this assembly that guides the weapon to its target
Figure 35
40
after release. The nose unit is a set of stabilizing fins
and plays no role in weapon guidance. Because of
the bombs’ size, the F-22 must carry the GBU-31A
and GBU-31A/B externally, but the GBU-32 can be
carried within the main weapons bay.
TO 1F-22A-34-1
EMERGENCY PROCEDURES AND
WEAPONS LIMITATIONS
TABLE OF CONTENTS
Emergency Jettison Procedures
Weapons Release Limitations
. . . . . . 40
. . . . . . 41
EMERGENCY JETTISON PROCEDURES
External Stores
Fuel
The pilot may jettison only external stores. Internal
stores can not be jettisoned, however, if necessary
they may be fired or dropped if time and location
permits. Jettisoning of external stores is subject to
applicable release limitations as listed in the
Weapons Release Limitations section.
The pilot may dump fuel at any prudent time.
Fuel is vented at a rate of 3000 pounds per minute.
Fuel will continue to vent as long as the fuel dump
switch is ON. Once a lower limit of 2000 pounds
remaining is reached the fuel dump switch is
automatically turned off. The pilot may stop
venting fuel at any time by manually turning OFF
the fuel dump switch
Jettison External Stores
Press the Ctrl - j key combination or flip the jettison
switch on the bottom right instrument panel. The
switch has three states: cover down and off, cover up
and off, and cover up and on. To open or close the
cover, click on it, but remember that when the cover
is down, the switch is automatically shut off. To flip
the switch, click on it.
Jettison Fuel
Press the Ctrl - d key combination or flip the fuel
dump switch on the bottom right instrument panel.
The switch has three states: cover down and off,
cover up and off, and cover up and on. To open or
close the cover, click on it, but remember that
when the cover is down, the switch is
automatically shut off. To flip the switch, click on
it.
41
TO 1F-22A-34-1
WEAPONS RELEASE LIMITATIONS
This aircraft has built-in software safeguards that
prevent it from damaging itself during the firing
or dropping of any weapon. Exceeding these
limitations will not result in aircraft damage,
however, the selected weapon will not fire or drop
unless the aircraft is put back within the delivery
envelope.
These limitations also apply when jettisoning a
weapon load.
WARNING
The pilot should be particularly careful when
releasing weapons near the lower G limit as it may
be possible to release the weapon within limits yet
rapidly go into a negative G maneuver. This may
cause the aircraft to impact the just released
weapon.
There are no limitations on the use of the M61A2
cannon.
POWERED
WEAPONS
MAX
G
MIN
G
UNPOWERED
WEAPONS
MAX
G
MIN
G
AIM-120
AIM-9M\X
AGM-88
8
8
8
0
0
0
Mark-82
Mark-83
Mark-84
AGM-164
GBU-12B
GBU-16/B
GBU-24/A
GBU-24A/B
GBU-31A
GBU-31A/B
GBU-32
6
6
6
6
6
6
6
6
6
6
6
.5
.5
.5
.5
.5
.5
.5
.5
.5
.5
.5
Change 1
42
TO 1F-22A-34-1
GLOSSARY
AAA - Antiaircraft Artillery.
AGL - Above Ground Level.
AGM - Air-to-Ground Missile.
AI - Air Interdiction or Air Intercept.
AMRAAM - Advanced Medium Range Airto-Air Missile.
AoA - Angle of Attack.
BVR - Beyond Visual Range.
CAP - Combat Air Patrol - An anti-air
patrol anchored to a particular
position or ground feature.
Chaff - Aluminized plastic strips used to
deceive
or
block
radar
transmissions.
ECM - Electronic Counter Measures.
Measures taken to minimize the
effectiveness of electronic emissions
such as radar, generally through
jamming or deception.
FAC - Forward Air Controller.
G Load - An amount of force placed on an
aircraft. It is compared against the
force of gravity.
GBU - Guided Bomb Unit.
GPS - Global positioning system.
HARM - High Speed Anti-Radiation
Missile. The AGM-88.
HUD - Heads-Up Display.
IAS - Indicated Air Speed. The airspeed
shown on most airspeed indicators.
It is uncorrected for altitude and
temperature affects.
IFDL - In Flight Data Link
IFF/SIF - Identification, Friend or Foe System used to electronically identify
radar located aircraft as either
friendly or enemy.
INS - Internal Navigation System.
IR - Infrared.
JDAM - Joint Direct Attack Munitions.
JSOW - Joint Standoff Weapon.
LGB - Laser-Guided Bomb.
Mach - A measure of an aircraft’s speed
compared to the speed of sound.
MFD - Multi-Functional Display.
Pk - Probability of Kill (P-sub-K) - The
probability of killing a target based
on a defined number of defined
weapons delivered in a defined
manner.
SAM - Surface-to-Air Missile.
SEAD - Suppression of Enemy Air
Defenses.
Slant range - The direct line-of-sight
distance between the aircraft and the
target or object.
TAS - True Air Speed. Air speed that has
been corrected for altitude and
temperature affects.
Vc - Velocity, Closure - The speed of
closure between two airborne targets.
43
TO 1F-22A-34-1
ALPHABETICAL INDEX
A
Active Radar..................................................... 6, 21
Afterburner ........................................................... 11
AGM-154 ....................................................... 37, 41
AGM-88 ................................................... 22, 37, 42
AIM-120......................................................... 36, 41
AIM-7................................................................... 36
AIM-9..................................................... 1, 2, 36, 41
Air launch............................................................. 35
Airborne Search Radar.......................................... 35
Airbrake ............................................................... 11
Angle of Attack..................................................... 10
AoA Limiter ......................................................... 10
Arm weapon ........................................................... 1
Armed .............................................................. 1, 11
Arming Delay ......................................................... 1
Attack..........................................1, 3, 17, 18, 25, 38
Attack Mode ......................................................... 24
autopilot.......................................................... 23, 31
AWAC................................................................ 4, 6
Azimuth Steering Que .......................................... 10
B
Bank Indicator ............................................ 9, 12, 16
Bay Door .............................................................. 10
buildings..................................................... 6, 18, 19
BVR Engagements.................................................. 4
C
chaff ........................................................... 6, 28, 29
Combat Mode ........................................................ 9
Combat Mode ................................................... 9, 17
Comm/Nav ........................................................... 17
Communications............................................. 18, 30
Controller ............................................................. 42
cue.................................................................... 1, 22
Current Altitude.................................................... 10
current target ..................... 3, 7, 9, 14, 18, 19, 24, 25
current weapon ................ 1, 3, 11, 22, 25, 26, 28, 29
D
Damage .................................................... 17, 18, 32
DAMAGE MODE ................................................ 32
Declutter............................................... 8, 12, 13, 16
Defense........................................................... 17, 20
Defense Mode ................................................. 17, 20
Deselect current target ............................................ 3
Dogfight ......................................1, 3, 17, 18, 26, 27
Dogfight Mode...................................................... 26
44
DROP Que ........................................................... 16
E
External Stores ..................................................... 40
F
FAC ..................................................................6, 42
Fire gun.................................................................. 2
Flaps .................................................................... 11
flare....................................................... 6, 28, 29, 36
Flight Ball .................................................17, 18, 31
FLIGHT BALL MODE ........................................ 31
Flight Path Marker ................................................. 9
forward air controller.............................................. 6
Fuel..................................................... 10, 12, 16, 40
G
G Load Indicator .................................................... 9
GBU 16 ................................................................ 38
GBU 24 ................................................................ 38
GBU-12B ........................................................38, 41
GBU-31................................................................ 38
GBU-32................................................................ 38
Gear ..................................................................... 10
Glide Path ............................................................ 13
Ground vehicles.................................................... 19
growling tone ....................................................5, 35
gun....................................................................9, 28
Gunsight .............................................................. 16
H
HARM ......................................................22, 37, 42
Heading Indicator................................................... 9
HUD................... 1, 3, 8, 9, 10, 11, 13, 16, 18, 31, 42
HUD Controller...................................................... 8
I
IAS....................................................................9, 31
IFDL .........................................................4, 6, 9, 30
IFF ............................................................6, 7, 9, 42
IFF Check .............................................................. 7
ILS Mode ........................................................... 8, 9
IRCS ...............................................................20, 34
Iron Gun Cross..........................................12, 13, 16
J
JDAM .................................................................. 38
Jettison External Stores ........................................ 40
Jettison Fuel ......................................................... 40
TO 1F-22A-34-1
JSOW ................................................................... 37
L
Laser Designator..................................................... 6
Launch Delay.......................................................... 2
Left clicking.......................................................... 18
limitations....................................................... 40, 41
M
Mach Indicator ....................................................... 9
Mark-82.......................................................... 37, 41
Mark-83.......................................................... 37, 41
Mark-84.......................................................... 37, 41
mArmed ........................................................... 1, 11
Master arm ............................................................. 1
MFD CONFIGURATION..................................... 17
MFD modes ...................................1, 3, 6, 17, 18, 19
MFD SYMBOLOGY ............................................ 18
Missile Launch Warning....................................... 35
Missile Lock Warning........................................... 35
Missiles ................................................................ 19
modes .................... 6, 8, 9, 17, 18, 19, 21, 23, 25, 30
mouse ..................................................................... 3
N
Navigation ................................................ 18, 30, 32
Navigation Mode .................................... 8, 9, 18, 30
next weapon type .................................................... 1
Select target............................................................ 3
Send Com1........................................................9, 30
Send Com2........................................................9, 30
Send Guard .......................................................9, 30
Sensors................................................................... 6
Shoot List.......................... 3, 4, 8, 14, 18, 23, 25, 27
SHOOT Que......................................................... 16
short beep............................................................. 35
Sidewinder ....................................................1, 2, 36
slow beeping tone ................................................. 35
Status Modes ........................................................ 18
steady tone.........................................................4, 35
Stealth.......................................................17, 18, 34
Stealth Status Mode.............................................. 34
Stores ........................................................17, 18, 28
Stores Management .................................1, 6, 17, 28
STORES MANAGEMENT MODE...................... 28
T
Tactical ................................. 1, 3, 17, 18, 22, 23, 24
Target designation.............................................6, 38
Target Lock............................................................ 4
targeting............................................................. 3, 6
Track Circle ....................................................14, 16
two tone warbling................................................. 35
U
UHF ..................................................................9, 30
P
V
passive radar..................................................... 6, 37
Paveway...................................................... 6, 37, 38
Pitch Ladder ........................................................... 9
Vertical Velocity .................................................. 13
Visual Engagements............................................... 5
R
radar range ................................6, 18, 20, 21, 23, 25
RCS ................................................................ 20, 34
Right-clicking....................................................... 18
S
SAM......................................................... 19, 20, 42
Select next target .................................. 3, 23, 25, 27
Select next weapon................................ 1, 25, 27, 29
Select previous weapon ........................................... 1
W
Warning Tones..................................................... 35
Watermark ............................................................. 9
Waypoint...................................................10, 16, 19
Weapon Acquisition ........................................14, 16
Weapon Range ..................................................... 25
Weapon System Tones.......................................... 35
Weapons Mode....................................................... 8
Wingmen ............................................................. 18
45